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(1 edit) (+2)

Looks like OkhaLo's "STRUCT" (very clear inspiration there, just compare the first levels of each, I thought it was a spinoff project at first haha) and feels almost like Shady Knight with its hoop grabs and kick jumps.

Movement is very weighty but smooth, I like how solid it feels combined with the camera effects. Sound design is also great all round.

There is no FOV option and the chosen one feels a bit too narrow when the movement requires you to be so aware of your surroundings, especially when you have to do so much looking at the ground to blade jump.
The final section is quite brutal, but I actually like that after several tries you start to polish up each segment until you can chain it all together perfectly.

(+2)

I absolutely loved the vibe in that game - encountered it randomly few days before the jam while researching brutalist visuals. the first room in that game was like a guide for how to get a similar vibe, would love to see that project worked on more since I absolutely adore how much it does with so little. I did indeed near perfectly copy the room haha. I'm horrible at making visuals so of course it did not turn out as beautiful, didn't even have time to put actual texture in so I call the default grid material a style :)

I wanted to put more options but the options menu itself was so rushed at the end that I just decided to include the most important stuff.- been already running on fumes at 5 am, thought that 100 fov is more than enough but yea I do get how some areas can be confusing. making the arrow or whatever kinda help with that but my playtester friends still didn't know what to do sometimes - well it's a gamejam what can you do

The final area was like 10x harder but realized that noone it going to dedicate this much time to learning the perfect angles for wall bounces, came naturally to me since I literally did it for hours while making the game but my friends would just ragequit after a few tries. I heavily nerfed that but yea the difficulty progression and the parkour challenges in themselves are hella unbalance and all over the place. wanna revisit this project with a fresh mind after the jam and add more mechanical depth to it. Thanks for such a detailed feedback :)

Just to be clear, I don't mean to diss the game you made. I've only done a single game jam with some friends (made a tiny 2D game), and was exhausted at the end. In my own projects, I also focus 99% of my time on making nice character controllers, so I know how hard this stuff can be.

I think what you managed to put together is insanely polished, and I would totally play a full version. Seriously, I literally can't get enough of movement games, especially in first person. If you ever decide to expand on this project, please don't be afraid to throw in some really technical sections (even if you have to make them optional as a result), mastering movement in any game is one of my favourite things to do.